How
to get the Rocket Launcher in Resident Evil with Chris Redfield

Yet Another Resident Evil WalkthroughCopyright (c) 1997, 1998 David Pietromonaco,All rights reserved.http://www.videoi.com/~pietro/You may distribute this document, but do not alter it in any way.

First of all, I am assuming a few things:
A. You have already played the Chris Redfield scenario enough to be
familiar with where everything is, because I won't go into great detail,
and you won't be picking up any maps.
(If you're like me, you started with Jill, finished everything, got
the rocket launcher with her, then finished everything a few more times,
then played Chris to the end, then decided that it would be more fun if
HE had the rocket launcher...)

B. This has probably left you a pretty decent shot in the game.
This walkthrough requires that you be able to kill about two white zombies
or two dogs with about one clip (15 shots) worth of ammo. This
is actually not hard to do PROVIDED you don't miss much. (If
you can't do this, you are going to have a tough time anyway, so practice
your zombie shooting. Shoot it, if it falls down and there's no blood,
shoot one shot down, wait for it to stand, then shoot straight, repeat
as necessary) ((Some scenes you can't be sure if the zombie has a pool
of blood because it's dark, There is enough time to wait in this walkthough
to give it a chance to stand, although for the white zombies, you have
time to run at it and if you can't pass through it unhindered, get back
because it's going to come to life again) (For Dogs, you can shoot
them as soon as they sit up, if they crouch you will miss shooting straight.
For dogs you can't see, the growl is coordinated with the standing of the
dog, get used to firing near the end of the second growl 'throb' (a second
or two after your last shot) they will wimper when finally killed)) ((if
the zombie doesn't 'thud' when it falls, you haven't killed it. If
it does 'thud' it sill may not be dead, however. Big help that is))

C. You don't have to be a "wonder shot" however. Many people can
kill snakes and spiders and zombies with knives, pea shooters, etc. without
getting a hangnail.
I'm not one of those.
My strategy is to walk up to something, stand my ground and shoot and
don't miss. I keep it simple. If I couldn't get through a tricky
section (after a save) at least 90% of the time, I figured it was not repeatable
and I found a different way)

D. You MUST run everywhere unless otherwise indicated. You won't
have time to walk. Also, you should hold down your button whenever text
appears (to speed it up) or you get an item. Also use the action
button to skip all skippable full motion videos. (first zombie encounter,
cranking the water gate in the garden, placing the medals, seeing tyrant,
etc)

General strategy before we start the walkthrough:
The problem with Chris is he can't carry very much. Also, he
doesn't get as much ammo as Jill because she gets more powerful ammo so
needs fewer shots. Also there are more nasties around. This
means, he must juggle his inventory carefully, and conserve ammo whenever
possible. To juggle the inventory, I moved things a piece at a time
here and there and try to use the keys in all doors as I pass them (even
if I don't want to go in) so they will vanish and free up inventory slots.
The critical part of the walkthrough is the beginning in the mansion before
you first go out the back. This is where you will do most of your
running around. I tried to keep the running back and forth to a minimum,
you need to go back and forth to get the chemical and again to get the
shotgun. I tried to fit everything into those two passes.

When I give directions, it is RELATIVE TO THE DIRECTION CHRIS FACES
WHEN ENTERING THE AREA. This was easier for me since moving the control
pad right means right.

I've broken this up into two parts for each number. The first
is the brief instructions so if you get confused you can look quickly at
this to remind you what
to do, the second is the more complete description you should read
before doing the whole section to the next save game.

One last thing. Chris leaves Jill & Rebecca to meet their
respective fates on their own in this walkthrough. Since you don't
actually see them die and the place doesn't blow up, you can rescue them
with the rocket launcher you get when you finish. :)

Chris Redfield Walkthrough to get the Rocket Launcher:

1. Start Chris. Skip movie, enter dining room, go to inner hall
look at zombie, skip FMV return to dining room, return to hall, get Jill's
gun, equip it.
=====
1. Start Chris. (Skip the movie at the beginning, I don't know
if this counts against you or not, but why take the chance). Wait
through intro scene (listen to Jill's last words :) and enter the dining
room. Run to the far door on the right and exit. Go left, look
at the zombie (Skip FMV) and run back to the dining room and then back
out to the hall. Get Jill's gun and equip it.

2. Go upstairs, enter left double doors, push statue, shoot zombie on
other side of statue, shoot down, shoot again, finish pushing statue, push
statue over edge, run like mad to far door.
===
Go upstairs, head up the left stairs and through the upstairs double
doors to the balcony above the dining room. Immediately run left
(Chris' left, remember) and push the statue ahead until you run into the
other zombie. Shoot the zombie(*1), when he falls shoot down once,
then shoot him until he dies. Push the statue ahead until you can
push it over (Hurry, the other one is now coming around and is visible
behind you!) (A good way to tell when you've pushed it far enough
is it will line up between the two placemats you can see on the table below)
push the statue off the edge and run like mad ahead to the far door on
the right, leaving the other zombie.

(*1) If you're really a studmuffin, you can kill the zombie with your
knife since he can't get around the statue. I only managed this once,
as it took too long and the other zombie caught up with me and chewed on
my head.

3. Run past zombies. Go down stairs. Shoot & kill approaching
zombie. Run into Rebecca room. Get clips from box, store knife
& F.Aid spray. Get key from bed. (take Baretta, clips, Sword
key). Leave room, do NOT let Rebecca go with you.
===
3. There will be three zombies in the next room, if you run and don't
stop, you can get through without them chomping on you, just spit.
This won't really hurt you enough to worry about. Go down the stairs.
There will be a zombie approaching you. Turn and shoot and kill it.
(it will fall down, get up, etc). You must kill it otherwise two
will gang up on you when you leave the Rebecca room and you will be munched.
You should have just enough shots to kill it but there is always the knife
if you're desperate. :) As you approach Rebecca room, a zombie
will be behind the stairs, ignore him and enter the room. Drop off
the spray (or use it if you got munched on twice, but it's best to put
it away for later) and the knife and get the clips from the box.
Get the key on the bed. When Rebecca asks if she should go with you,
say NO because otherwise you will have to control her later and it takes
way too much time.

4. Kill zombie under stairs, go around two corners, kill next zombie
and exit door at end of passage. Immediately run RIGHT, hugging right
wall, past zombie and unlock and exit door at end of hallway. Kill
original red zombie and get 2 clips from Kenneth's body. Run to music
room, push cabinet, get notes, use on piano, have Rebecca practice.
===
4. No explanation necessary here but you have to skip the white zombies
in the hall because you don't have enough ammo to take them on and get
the red one. They won't touch you at all if you hug the right wall.

5. Leave to inner hallway, go to dining room, head to main hall, get
ribbons (not a save point though) head through opposite double doors to
art room. Push thingie, get ink ribbon in back room (avoiding zombie)
then unlock back door and exit to DOG hallway. Kill dogs, get clip
from behind middle cabinet. Exit to twisty hallway.
===
5. Don't save the game because there is really nothing that should
be killing you around here yet. The tricky part was the getting to
the Rebecca room, I promise. :) You can avoid the floor zombie easily by
walking around him hugging the wall on Chris' right as he enters.
Leave hugging the same wall.

6. Run to bathroom, drain tub, get key, exit, run rest of hall and exit
double doors. Kill 2 zombies, then enter crow room and get star crest,
leave. Go through grey door kill white zombie. Enter the storage
room. Get chemical. drop off Crest and small key.
===
6. In the crow room, push switches in order under the pictures of baby,
Infant, boy, young man, middle aged man, old man, deathbed guy.
The last will reveal the star crest.

SAVE GAME POINT!

7. Leave the storeroom (take baretta, clips, chemical, sword key) head
back through the twisty, dog and main halls to the dining room. Get
shield, go to piano room and swap shields, return to dining room and replace
gold shield. Do NOT take the key. Get the blue JEWEL.

8. Head to the inner inner hall and get ready to kill the zombies you
skipped earlier. Advance a bit to activate the first one, then kill
him. You should have just enough shots left. Unlock caretaker's
door, (discard key) enter and get clip on bed. (Don't get shells
yet). Go back out and kill other two zombies. Then go to tiger
room and put jewel in tiger; don't take crest yet.
Head to plant room.

9. Enter plant room, use chemical in pump. You should have only
baretta and maybe some clips if you're a darned good shot. Pick up
two reds, two greens, mix red & green, then pick up two last greens
and mix them. Get Armor key.
Return to Rebecca room. Heal if necessary.
===
9. Don't use any herbs because Rebecca will heal you next.

SAVE GAME POINT!

11 Take (ARMOR key, desk (small) key and clips). Do NOT take baretta!
===
11. You will have no enemies this trip until you get shotgun.

12. Exit, go to armory use desk key get shells get clip get broken shotgun.

13. Head back to dining room, get shield key.

14. Go to main hall, UNLOCK (but do not enter) Red single door.
Go through blue doors.
===
14. Unlocking doors is important because the key will vanish at a necessary
time!

15. Go through dog hall. Through door. UNLOCK (but do not
enter) outside iron door.
Go to shotgun room get shotgun, equip it and drop off broken one.

17. In left room get shells & ink ribbon. In right room, get
shells.
===
17. In left room, push switch on bug case to drain tank, move it, move
cabinet, shells are there. ribbon is in lab coat. In the other
room, forget the lighter it takes too long to get the other shells with
it, because you are stuck with the lighter that won't go away, forcing
excess trips all over the mansion. Big time waster.

21. exit to upstairs hall. Go to crow hall and get small key,
go outside and get clip in front of Forrest's body
===
21. Do NOT look at Forrest. This will trigger the crows.
The clip is before him.

22. Return to main hall, go downstairs go through red door. Get
clip. Head back, shoot zombie, open desk, get shells. Go to
back door, walk around slow zombie and get ink ribbon. Return to
main hall.
===
22. If the floor zombie happens to chew you, there are two herbs in
the room to take.

SAVE GAME POINT!!

23. Go upstairs to snake room, pick up one herb from the corner near
Richard, this should fill your inventory.

24. Go battle snake. Use herb, get moon crest. Get shells.
Go outside and collapse.
===
24. Some of you better shots out there can kill the snake without
getting hurt. As the snake comes around the column, head around the other
side to the alcove in back. Shoot the snake from there. In
our case, we NEED the snake to bite us so just wait until you get good
shots and don't miss. Don't put more than 5 shots into it before
it can come around to bite you. After you get bit a few times, take
the herb, too. Don't miss the snake, you don't need to waste ammo.
Shouldn't take more than about 7 shots (Shoot low into its body).

Here you have a couple choices. If you're truly a weapons stud,
you can take your choice of weapon and ammo and all four crests outside
with you, now. I found this difficult, in practice, so I recommend
the following:

25. Take (shotgun, shells, baretta, clips & two crests), equip
shotgun, go out to caretaker's room and shoot zombie in closet, get
shells, then equip your baretta. Head outside via main hall/dog hall etc.
Shoot dog. Place two emblems. Go back in to storeroom and get
last two crests, go back out and place them.

31. Push stairs, get crank. Get key from barrel. (Your
inventory is now full).
Equip baretta.

65. Go through dining room, hall, art room & RUN! through
dog hall which is now spider hall. If you run, they won't get you.

66. This next hall has one hunter. Just run by him, although
he'll get one slash at you, it won't hurt you noticeably. Just head
for the exit doors and return to the storeroom.

SAVE GAME POINT!

67. An extra word here about your options next:
This is TOUGH. If you don't take a trip back, you can't carry
enough to fight the nasty spider. Your options are:
a) take battery, crank, 1 slot ribbon, shotgun & shells.
This is not easy since you can't pick up the F. aid spray/flamethrower
because you must have a slot open for the HEX crank.
b) take battery, crank, shotgun & shells, pick up F. aid &
flamethrower. This is tough, too, because I found I needed 2 first
aids to kill the spider. It was close, though. With luck you
might make it.
c) Go back with square crank to mansion & exchange for herbs after
getting hex crank so I could get an extra heal in before tackling spider
& could bring a single ribbon back with me to save game. This
took an additional four minutes to do. (However, even doing this,
I completed in 2:38, plenty of time)

To continue:

For option (c), take battery, crank, shotgun, shells.
68. Go outside, as a bonus for leaving Rebecca to meet her demise,
no hunter awaits you. Cross waterway, go down install bettery.
Go up now active elevator, crank waterway back. (There was an
extra green herb by the door to take if you're not 100%)

69. Go back down elevator, down ladder, enter door on your right.
Pick up flame thrower & equip. Go to back, pick up what you can
but leave one slot open for crank! Head off to Enrico room.
leave clips, run back, torch 2 hunters get hex crank.

71. If you're doing (c) scenario, run back to house, heal, drop
off square crank take shotgun, shells, 2 full healings, hex crank and a
single ribbon if you want to save in the lower hallway. Return, crank
the hallway around and save game if you're so inclined. (With two
healths, you should make it past the spider)

OPTIONAL SAVE GAME POINT!

72. Exit door, get flamethrower trigger boulder. Walk to
boulder, torch hunter. Go through doors, kill spider (with shotgun).
Once it's dead, exit double doors the way you came in and re-enter spider
room. The little spiders will be gone.

73. Use knife or flamethrower to open other door, exit and head
left to save game room.

78. Go back up to b2 and enter previously locked door. Open
panel, push button, get key. Go back down. Head left again
past unlocking room. You will have to kill one zombie before you
get to the next door, the control room. Enter, kill 3 white zombies.

79. If you have those herbs, might as well go to power room on
right & power up elevator. Turn on computer in first room &
generator in second. Go back to save game room (which was straight
ahead as you came in the control room door) & save game. (ribbons
there plus herb & magnum round which we don't use).

SAVE GAME POINT!

80. Off to kill Tyrant!! I like the baretta since I like
to shoot him from a distance and by now you have lots of rounds.
Takes only 10 shots or so from a distance, though. But take whatever weapons/herbs
you feel comfortable with. Since we didn't save anybody, you don't
need to battle Tyrant again at the end (a nice timesaver :) Exit the save
room, head to elevator on right and take it.

81. After dispatching Tyrant, pick up the lab key off Wesker's
body, return to save room and pick up your shotgun, shells and a couple
herbs. (have two roof things to dodge and three zombies to shoot)
Save a space for the flare and you don't have to stop at the box upstairs.
You can save your game if you want to, here, but there's not much left.

SAVE GAME POINT!

82. Head out lab doors to hallway, head right, avoid creatures
there, go up stairs to B2. Kill three zombies, exit. Take ladder
up, unlock elevator with lab key. Pick up battery, use it to open
door. Go out, pick up flare use it.

You're done! Wait around for videos to finish and get your Rocketlauncher!!
Took me 2 hours, 38 minutes 13 seconds.

Please then go back and avenge poor Rebecca, won't you?

After all the hours it took me to devise the way to get it, I found
I squealed uncontrollably when I blew up my first zombie with the
launcher the next time through!! WheeeeEEEEEeee!!! :)